Ironworks Gaming Forum

Ironworks Gaming Forum (http://www.ironworksforum.com/forum/index.php)
-   Miscellaneous Games (RPG or not) (http://www.ironworksforum.com/forum/forumdisplay.php?f=27)
-   -   a few questions on ds 3.0 (http://www.ironworksforum.com/forum/showthread.php?t=47094)

darnapkin 03-12-2007 03:44 PM

might have some spoilers...


i'm going to do a 4 man team,

2 are going to be bishops

the last 2, i'm not too sure, my first question is the lord with the mace and the magic blade dagger (forgot the name) the mostly deadliest in close combat, are those the 2 best weapons?

if thats the case, my 4th would need to be a gaddgeteer, then made into a thief i guess.

each bishop would only use 2 schools of magic,.. or i may just use the lord for all my div spells.

soo, how does this sound?

thanks

darnapkin 03-12-2007 03:47 PM

a quote from nightwing

I'd probably change one of the bishops to a priest and then about level 12 change him to a fighter or lord. That way he can build mace and flail for some of the uber weapons in the game.


what about one

gaddgeteer/thief
bishop
ranger ( heard there are some great bows in game)
priest/ then to a fighter or lord

i'd be lacking some spell power, how good is the Ranger in 3.0? never played one

thanks so much

Nightwing 03-12-2007 05:48 PM

That would be a great 4 man team. The only reason you need the gadg. is to make the holy avenger and to use some new gadgets. A Sam. would work well in place of the gadg. and you would have 4 players who could cast knock so pick lock whoul not be an issue. But a lord or fighter with high enough divinity using mace and flail and dagger for the holy Avenger is the most powerful combo in the game if you ask me. Some of the swords in the game are pretty cool. There is a bow in the upper monestary you find that really helps until you come back and get the demon sting bow. The new stats on demon sting make a Ranger incredibly powerful with some of the new ammo. You no longer want to use the tripple shot crossbow.

Target 03-13-2007 03:48 PM

What is the Holy Avenger?? and what do I need for it, I don't want to sell off any bits! :D

Nightwing 03-13-2007 09:36 PM

It all starts with the rusty blade you find in the monestary when you fight the 4 rogues at the top of the ramp. You need a gadgeteer to make the first 3 parts and then you need a high divinity skill to make the last two parts. It gets more powerfull as you mix it but it is cursed until you complete the whole blade. In the hands of a thief it can be an awesome cursed dagger. I can give you the mixing formula if you like.

Target 03-14-2007 12:46 PM

I think I sold that rusty blade :( oops.
Yes could I have the mixing formual, now I'll have to visit every shop and try and find it again!!!

Nightwing 03-14-2007 04:42 PM

Spoilers
.
.
.
.
.
.
.
.
.
.
.
*Rusty Blade + Magic Polish Eng 26 creates ancient blade
*Ancient blade + Magic Polish eng 36 creates tempered ancient blade
*Tempered Blade + Magic polish eng 46 makes Keen edged ancient blade
*Keen edge ancient blade + Magic polish eng 56 makes Posessed ancient blade, nasty blade too
*Posessed ancient blade + book of reclemation divinity 40 makes reclaimed holy Blade
*Reclaimed holy blade + holy water divinity 65 makes +5 Holy Avenger Dagger

Target 03-18-2007 07:27 AM

Wow, I'm defently going to find where I sold that Rusty blade...I know that magic polish must be useful for something.

Thanks

Nightwing 03-18-2007 09:37 AM

You probably sold it to the trinnie at the monestary or the Ratkin. I sold it once and tried to go back and get it but I couldn't find it.

Once I finsh the all fairy inta-kill squad I'm going to do a two person team with a rogue and fighter. I'll have the rogue use the cursed possesed anchient blade. That is a devistating blade. I'll have to get Madrass to mix it for me or just do 10 levels of gadgeteer then switch to thief.

[ 03-18-2007, 09:42 AM: Message edited by: Nightwing ]

Target 03-19-2007 07:44 AM

I do hope it's there, will be most upset otherwise :(

Target 03-29-2007 04:47 AM

OK, I've decided to start again, might as well, I do want to see what that blade is like!! Also that first sword you get on the beach, what happens if you polish that?
So I've picked a new party.
Dragon Lord - At the mo Sword and dagger, will change when get good mace.
Dwarf Monk - want to see what the dam. reduction is like [img]smile.gif[/img]
Hobbit Bard/Gadg. when get enough points will swap between the 2.
Mook Ranger - Bow
Elf - Bish. errr spells. :D

Also where do I find magic polish, I can't seem to find any :(

Nightwing 03-29-2007 07:29 AM

You can polish the keen edge blade once and it gets better. Does more damage, better to hit, stronger poison and instead of level 1 enchanted blade which gives you +1 to hit it cast level 3 which is +2 to hit. You find one magic polish in the fight on the road from the monestary to arnika where you find the chest in the side passage. You find 2 more in arnika when you rescue Vi at the spaceship. The rest you can buy from Croc in the swamp. to make the blade you only need eng. 56 which happens around level 8 or 9 for me if all I do is use gadgets.

Target 04-03-2007 06:23 AM

Cool, I'll be searching!!

Are there many wepons that can be 'up graded?'

Also is there one 'uber' wep like the CoC or Light sword??

Nightwing 04-03-2007 07:36 AM

"wound" the mace you get from the battle at the Umpani camp is unreal. Put that in the primary hand with the lords fist you get in the cave on arnika road on the way to the camp and a lord would be unstopable. Ninjas can even use "wound" which is cool with a masters Nunchuka in the other hand. I also like to duel wield whips. An elder spidersilk whip with a spidersilk whip in the other hand works well. They each have duel attacks and by the time you are done the enemy is all paralyzed for the rest of the party. Not a lot of damage but a grat support weapon. My thief right now has the cursed dagger with the last bit of magic polish and gets 4 swings per attack 2 attacks per round, doing about 35 points of damage each swing. I'm trying to find out if I can fix that cracked great hammer I get at the monestary chest during startup but so far I can't figure what it is for. There is also the commilian blade Fero sells in the Rapax castle that is a pretty nasty sword.

Target 04-03-2007 11:40 AM

Great, At the mo my Monk is using his hands and feet, would it be better to switch to something else?
Also I'm thinking about swaping my Bard/gadg to rogue or fighter is that a good idea, and if I do what level should I get in bard/gadg?

Nightwing 04-03-2007 03:11 PM

There are not a lot of good bard instraments for high level bards except the inferno horn I think so 5 levels of bard is probably enough and 9 levels of gadg would work. You can use the strobelight at 70 eng. if you want to push it. You could keep the gadg all the way if you don't want to use the omnigun and have him use the dagger you get in the lower part of trynton "buzz blade" and then use the singing sword you find on the road from the monestary to arnika until you get the cammilion blade or fang for the other blade. Niether one of those are cursed so the omnigun is still in. You could use the polished rusty blade after 4 treatments but it is cursed. What you use as an off hand weapon I'm not sure. I wonder if you could use the elder spidersilk whip. That would be a good combo and you should have a high enough dex and sens that hitting with it would not be a problem. Swithching to a rouge at level 16 would make your close combat suffer a little because you would be at a low level but could be great with the cursed dagger and a thieves blade or the cammilion blade or fang. It's really tough you may just have to play again.

The monk is pretty deadly with the ZBo found at rapax or the staff of doom you can get that pretty early and if you have a lord you can uncurse it with a high enough divinity and a book of reclamation. I have not checked the cane of corpus when you uncurse it if it can be used by more than just a fairy ninja but it is worth a shot. I think you need a divinity or divine skill of 85 though with the book.

Target 04-04-2007 04:36 AM

Cool, thanks a fre things to think about there!!
So many things to try and not enough time to play!!

Target 04-22-2007 04:21 PM

I've now mied a few of the magic polish with that dagger [img]smile.gif[/img] it's good!! Can't wait to find some more.

Target 04-27-2007 09:57 AM

Do I have the 'best' weapons for my team?

Monk, using hand / feet for CC and thrown/magic for range.
Lord, Dagger/mace for CC, Bombs and things as dagger is cursed.
Bard/Gadg. dule swords for CC and omni gun / gagds/music.
Ranger - Bow, got an extended range sword, but I think something else might be better.
Bishop - spells, has a bow for range and Staff for CC.
Also got Vi, using bow and polearms.

My formation is;
Monk and Lord up front,
Bard/gadg. right flank, Vi (valk) left flank
Bishop and Ranger in the middle.
Would you change that?

[ 04-27-2007, 09:59 AM: Message edited by: Target ]

Nightwing 04-27-2007 11:34 AM

For DS I like to uncurse the staff of doom you find in the waterfall. If you wanted to use that for the gadgeeteer or bishop would give you an extended range weopon that is powerful. The bard could use the antons sword just uncurse it and you get two attacks per round to start. A very powerful sword until you get the demon sword. The ranger should never use anything but the bow so a melee weopon doesn't matter especially when you get demonsting. I think you can use the elder spidersilk whip and a spidersilk whip together, both extended range and good detrimental effects. You could have your bard or gadge use those also, mace and flail. There are so many combos you just have to play them all, but you won't be dissapointed with what you have chosen. Just a hint, in the battle on the arnika road after you leave the monestary and go into the alcove to fight the big group there where the chest is. Try and let the guy with the fairy die, he is on your side, he drops a really cool mace that gives you two attacks your lord will love until he gets wound. It is worth replaying the battle so he drops it.

Nightwing 04-27-2007 11:36 AM

I would put the ranger in the back so you always have someone facing backword so you avoid getting surrounded and swings from the back side which do more damage

Target 04-27-2007 04:25 PM

Thanks Nightwing.
I've gone past that battle on the arnika road, did find a mace that looks like a shield, is that the one? It seems good at the moment.

Nightwing 04-30-2007 07:49 AM

No but that one is good for training mace and flail as well as offering protection. I think I found it once in antones chest. I think it is called a war club it has spikes all around it like the shield but is a club

Target 04-30-2007 12:28 PM

Quote:

Originally posted by Nightwing:
Just a hint, in the battle on the arnika road after you leave the monestary and go into the alcove to fight the big group there where the chest is. Try and let the guy with the fairy die, he is on your side, he drops a really cool mace that gives you two attacks your lord will love until he gets wound. It is worth replaying the battle so he drops it.
Should I go back and kill that fairy then? oh and the guy? does that affect me in anyway?

Also how do I uncurse something?

Target 05-01-2007 06:46 AM

A couple of other things.
I've went back to the monastery to get the demonsting and demon sword (are they really that good) what is the best way to kill those 2 guarding that room? It took me ages, my weapons had no affect, had to use acid bombs and my bards bullroarer or something.
So then went to the umpani camp, on the way went via the rogue camp where the diamond should be killed them all, but no diamond, any idea where it went?
My god that battle outside the umpani camp was difficult!! My team almost 'bought it'. Then typically I just got the Lords mace that you need 25 divinitiy to be able to use working, only to then pick up Wound with out using the other one!! Typical. But wound looks much better!!

Nightwing 05-01-2007 07:36 AM

Wound and the dagger are the end all weopons together. I try and cast camillion and run by the force if I am lower than 11 that is a tough battle. It has been toned down fro Deathstalkers first release from what I hear.

Now that there are roaming bands of rouge leaders as wondering monsters you will more than likely pick up 2 or 3 diamonds in the course of the game, but that diamond is gone.

I found the two Deathstalkers back at the monestary go down easily if you have a gadgeteer with the shocker glove or stonethrower rod you buy from burz. The best spells seem to be ring of fire and earth hammer those two will take them down but even then I sometimes run out of spell points that is why the gadg is important.

Yes both weopons are well worth going for especially the Bow. Match the bow with fairy arrows and the negetive effects will make easy pickings as well as pretty heavy damage.

Target 05-10-2007 09:37 AM

Arrr that makes sence, I didn't try the Shocker glove, the few times I have it get 'didn't penetrate' or something. I also didn't buy the stonethrower rod either, silly me!!

Now I need more magic polish!!

Nightwing 05-11-2007 07:20 AM

The Shocker doesn't always penetrate but when it does it does for 60-70 points of damage. I get it to work about 40% of the time. The stone thrower rod does about 25-35 points but will knock out the target most of the time, and it is only successful 40%.

Target 05-11-2007 10:31 AM

I might pop back to the mon. and see if I can pick it up, might come in handy.

Target 05-12-2007 10:10 AM

I've got them both now, they don't seem to hit to often, but dam good when they do!!

Target 05-13-2007 03:49 AM

Took down another dethstalker I meat on the road with the Glove [img]smile.gif[/img] it only had to hit twice...took quite a few rounds to do that though!! ha ha.

Nightwing 05-14-2007 08:47 AM

Those Deathstalkers can zap you of your spell points fast. I find it hard to use the glove when you really need a hit because it is unreliable.

Target 05-14-2007 09:21 AM

I can't seem to find much else that hurts them.

Loudhy 05-27-2007 09:09 AM

I want to start a new DS3 game but I forgot something.

Is there a special bard level (or music level) needed to play the travelling or returning lyre ?

[img]graemlins/monster5.gif[/img]

[ 05-27-2007, 09:45 AM: Message edited by: Loudhy ]

Variol (Farseer) Elmwood 05-28-2007 06:20 PM

Quote:

Originally posted by Loudhy:
I want to start a new DS3 game but I forgot something.

Is there a special bard level (or music level) needed to play the travelling or returning lyre ?

[img]graemlins/monster5.gif[/img]

I don't think I've see those Loudhy. Are they in one of the mods? I've only played Flamestryke's. Wolfies was just a little too much for me.

Loudhy 05-29-2007 02:34 AM

Quote:

Originally posted by Variol (Farseer) Elmwood:
I don't think I've see those Loudhy. Are they in one of the mods? I've only played Flamestryke's. Wolfies was just a little too much for me.
They appear in Deathstalkers Mod 3.0.

I want to play a game without magicians and those lyres are helpful to reduce long walkings :D .

If those instruments have no needed skill levels I simply start some members as a bard and switch them to their real profession at level 2.

[img]graemlins/monster5.gif[/img]

Nightwing 05-29-2007 07:25 AM

I think two levels would be ok. I can't remember but that sounds about right. Two levels of bard and music of 10-15 lets you use the termite horn which is a good throwing weopon you get right away also.

Variol (Farseer) Elmwood 05-29-2007 07:48 AM

..but if you switch from being a Bard, you can no longer use the instrument, right?

Loudhy 05-30-2007 04:47 AM

Of course you can. F.e a fighter who started as a bard ( only one level ), can always use the instruments for this level ( Angel's Tongue or Poet's Lute ). After you changed the profession, you don't loose the levels of the first.


[img]graemlins/monster5.gif[/img]

Nightwing 05-30-2007 09:47 AM

A gadgeteer would loose the ability to use the Omnigun because only gadgeteers can use it but not the ability to use gadgets because that is based on engineering, same with a bard with the musical instraments. The Bard looses the ability to use Bard only items like the Aireals slippers and such but not his musical abilities.


All times are GMT -4. The time now is 09:20 AM.

Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved